Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

LineRenderer

class in UnityEngine

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Inherits from:Renderer

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Implemented in:UnityEngine.CoreModule

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Description

The line renderer is used to draw free-floating lines in 3D space.

This class is a script interface for a line renderer component.

Properties

alignmentSelect whether the line will face the camera, or the orientation of the Transform Component.
colorGradientSet the color gradient describing the color of the line at various points along its length.
endColorSet the color at the end of the line.
endWidthSet the width at the end of the line.
generateLightingDataConfigures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.
loopConnect the start and end positions of the line together to form a continuous loop.
maskInteractionSpecifies how the LineRenderer interacts with SpriteMask.
numCapVerticesSet this to a value greater than 0, to get rounded corners on each end of the line. The default is 0.
numCornerVerticesSet this to a value greater than 0, to get rounded corners between each segment of the line.
positionCountSet/get the number of vertices.
shadowBiasApply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the line width at each segment.
startColorSet the color at the start of the line.
startWidthSet the width at the start of the line.
textureModeChoose whether the U coordinate of the line texture is tiled or stretched.
textureScaleA multiplier for the UV coordinates of the line texture.
useWorldSpaceIf enabled, the lines are defined in world space.
widthCurveSet the curve describing the width of the line at various points along its length.
widthMultiplierSet an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line.

Public Methods

BakeMeshCreates a snapshot of LineRenderer and stores it in mesh.
GetPositionGet the position of a vertex in the line.
GetPositionsGet the positions of all vertices in the line.
SetPositionSet the position of a vertex in the line.
SetPositionsSet the positions of all vertices in the line.
SimplifyGenerates a simplified version of the original line by removing points that fall within the specified tolerance.

Inherited Members

Properties

gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.
allowOcclusionWhenDynamicControls if dynamic occlusion culling should be performed for this renderer.
boundsThe bounding box of the renderer in world space.
enabledMakes the rendered 3D object visible if enabled.
forceRenderingOffAllows turning off rendering for a specific component.
isLOD0Is the renderer the first LOD level in its group.
isPartOfStaticBatchIndicates whether the renderer is part of a static batch with other renderers.
isVisibleIs this renderer visible in any camera? (Read Only)
lightmapIndexThe index of the baked lightmap applied to this renderer.
lightmapScaleOffsetThe UV scale & offset used for a lightmap.
lightProbeProxyVolumeOverrideIf set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject.
lightProbeUsageThe light probe interpolation type.
localBoundsThe bounding box of the renderer in local space.
localToWorldMatrixMatrix that transforms a point from local space into world space (Read Only).
LODGroupThe LODGroup for this Renderer.
materialReturns the first instantiated Material assigned to the renderer.
materialsReturns all the instantiated materials of this object.
motionVectorGenerationModeSpecifies the mode for motion vector rendering.
probeAnchorIf set, Renderer will use this Transform's position to find the light or reflection probe.
rayTracingAccelerationStructureBuildFlagsThe flags Unity uses when it builds acceleration structures associated with geometry used by renderers.
rayTracingAccelerationStructureBuildFlagsOverrideWhether to override the default build flags specified when creating a RayTracingAccelerationStructure.
rayTracingModeDescribes how this renderer is updated for ray tracing.
realtimeLightmapIndexThe index of the real-time lightmap applied to this renderer.
realtimeLightmapScaleOffsetThe UV scale & offset used for a real-time lightmap.
receiveShadowsDoes this object receive shadows?
reflectionProbeUsageShould reflection probes be used for this Renderer?
rendererPriorityThis value sorts renderers by priority. Lower values are rendered first and higher values are rendered last.
renderingLayerMaskDetermines which rendering layer this renderer lives on, if you use a scriptable render pipeline.
shadowCastingModeDoes this object cast shadows?
sharedMaterialThe shared material of this object.
sharedMaterialsAll the shared materials of this object.
sortingLayerIDUnique ID of the Renderer's sorting layer.
sortingLayerNameName of the Renderer's sorting layer.
sortingOrderRenderer's order within a sorting layer.
staticShadowCasterIs this renderer a static shadow caster?
worldToLocalMatrixMatrix that transforms a point from world space into local space (Read Only).

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentIndexGets the index of the component on its parent GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.
GetClosestReflectionProbesReturns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur.
GetMaterialsReturns all the instantiated materials of this object.
GetPropertyBlockGet per-Renderer or per-Material property block.
GetSharedMaterialsReturns all the shared materials of this object.
HasPropertyBlockReturns true if the Renderer has a material property block attached via SetPropertyBlock.
ResetBoundsReset custom world space bounds.
ResetLocalBoundsReset custom local space bounds.
SetMaterialsAssigns the shared materials of this object using the list of materials provided.
SetPropertyBlockLets you set or clear per-renderer or per-material parameter overrides.
SetSharedMaterialsAssigns the shared materials of this object using the list of materials provided.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

OnBecameInvisible OnBecameInvisible is called when the object is no longer visible by any camera.
OnBecameVisible OnBecameVisible is called when the object became visible by any camera.